55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Net.WebSockets;
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using TanksServer.GameLogic;
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namespace TanksServer.Interactivity;
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internal sealed class PlayerServer(
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ILogger<PlayerServer> logger,
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ILogger<PlayerInfoConnection> connectionLogger,
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TankSpawnQueue tankSpawnQueue,
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MapEntityManager entityManager
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) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
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{
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private readonly ConcurrentDictionary<string, Player> _players = new();
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public Player? GetOrAdd(string name, Guid id)
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{
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var existingOrAddedPlayer = _players.GetOrAdd(name, _ => AddAndSpawn());
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if (existingOrAddedPlayer.Id != id)
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return null;
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logger.LogInformation("player {} (re)joined", existingOrAddedPlayer.Id);
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return existingOrAddedPlayer;
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Player AddAndSpawn()
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{
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var newPlayer = new Player(name, id);
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tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
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return newPlayer;
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}
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}
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public bool TryGet(Guid? playerId, [MaybeNullWhen(false)] out Player foundPlayer)
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{
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foreach (var player in _players.Values)
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{
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if (player.Id != playerId)
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continue;
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foundPlayer = player;
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return true;
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}
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foundPlayer = null;
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return false;
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}
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public IEnumerable<Player> GetAll() => _players.Values;
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public Task HandleClientAsync(WebSocket webSocket, Player player)
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=> HandleClientAsync(new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager));
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public Task TickAsync(TimeSpan delta)
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=> ParallelForEachConnectionAsync(connection => connection.OnGameTickAsync());
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}
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